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Feel free to maneuver the Partisan with an eye toward future engagements, since you should get the immobile -4 TN on your rolls, as you're actually shooting at the building. (I imagine it wasn't applied last turn because you didn't know in advance they'd be in a building hex, so your turret was frantically trying to track their flight path)
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# ? Apr 7, 2015 16:51 |
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# ? Apr 27, 2024 23:34 |
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Since I did not hear back from Friar John, I'm going to back up into 1214 (facing 1315) and take some more potshots at the Zorya, I do not want to take on the Horned Owl on my own.
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# ? Apr 8, 2015 06:15 |
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sheep-dodger posted:Since I did not hear back from Friar John, I'm going to back up into 1214 (facing 1315) and take some more potshots at the Zorya, I do not want to take on the Horned Owl on my own.
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# ? Apr 8, 2015 06:18 |
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sheep-dodger posted:Since I did not hear back from Friar John, I'm going to back up into 1214 (facing 1315) and take some more potshots at the Zorya, I do not want to take on the Horned Owl on my own. Your weapons face Front.
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# ? Apr 8, 2015 06:24 |
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The Merry Marauder posted:Your weapons face Front. Yes, this is why I spend 2 MP to change facing to 1315, this should put the zorya in my front weapons arc, should it not?
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# ? Apr 8, 2015 06:55 |
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Yep, but two (?) turns ago you were listed at firing at the Horned Owl and Anhur (on opposite sides of you), and I want to make sure everyone's on the same page.
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# ? Apr 8, 2015 07:08 |
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The Merry Marauder posted:Yep, but two (?) turns ago you were listed at firing at the Horned Owl and Anhur (on opposite sides of you), and I want to make sure everyone's on the same page. yeah, that was just a C/P Error, the modifiers were actually correct for the Horned Owl iirc.
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# ? Apr 8, 2015 07:18 |
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Oh, gotcha. Nice move opening into long MPL range from the Horned Owl, by the way.
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# ? Apr 8, 2015 07:26 |
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Corrected Hunter shooting.quote:Hunter 1 Edit: Well, at least TMM saw it coming. PoptartsNinja fucked around with this message at 19:20 on Apr 8, 2015 |
# ? Apr 8, 2015 18:21 |
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PoptartsNinja posted:Edit: Well, at least TMM saw it coming. Jumped into it with both feet, so to speak.
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# ? Apr 8, 2015 21:53 |
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The Merry Marauder posted:Jumped into it with both feet, so to speak. Well. Not anymore.
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# ? Apr 8, 2015 22:31 |
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Only a flesh wound. Does this work if you set it to the Lvl 3 Diagramming Rules? I can't remember if the diagram option in Max Tech was identical to the one in Tac Ops.
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# ? Apr 8, 2015 22:45 |
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Sludge Factory: Tactical Update 14 Subaltern Rybar’s little Zaahir Wasp’s touched down with the smooth, practiced grace of a veteran Mechwarrior. Not bad at all for a pilot barely three months out of the Albion Military Academy, even if he had been at the top of his graduating class. Zaahir hadn’t served long enough to earn a full Leftenancy, but he’d still won his way into the Draconis Suns RCTs through dedication and hard work. With luck, he’d be high on the list for bigger replacement machines. He’d gladly trade his family’s Wasp to the Suns for a chance at something bigger. It was a good training machine but the Wasp was too small and fragile for front-line fighting. He’d been all too aware of that when his Lance had engaged a long lance of Clan scouts early in the invasion, and been nearly wiped out. Most of the Wasp’s armor was still painted in the flat primer of the refit he’d gone through after escaping that battle alive and mostly intact. The rest of his lance hadn’t been as lucky, only the timely arrival of a nearby lance of Heavy `Mechs had been enough to drive away the Clan lights. Visions of that slender, graceful Clan light with the large pulse laser mounted pistol-like on its right arm still haunted him. It couldn’t have been much heavier than his own Wasp, but it’d been nightmarishly fast and had singlehandedly taken out both Lieutenant Hargrave’s Firestarter and Chu-i Kaminaga’s Spider before it’d turned and nearly cut his Wasp in half with a single salvo. He had to keep reminding himself that machine wasn’t here. That he had to focus on the mission at hand. If they could find the Clan ammo dump and destroy it, they could withdraw—the factory was important but they could secure it later. Without that ammunition it didn’t matter how many tanks and `Mechs the Clans could muster, they wouldn’t be able to remain so far behind the DS RCT’s lines. The dump wasn’t as well hidden as Zaahir had expected: a simple prefab building in the tans and browns favored by the Hell’s Horses lay half-buried in a hillside. Better hidden was a group of Clan armored infantry. Their beetle-like armor blended almost perfectly with the forested hillside—only the flares of their foot-mounted jump jets alerted Zaahir to their presence and by then it was already too late. He touched down among them and flinched, expecting to hear the hammer-blows of a half-dozen SRMs. He was completely unprepared for the shaped charge that shattered all the armor on the Wasp’s right leg and blew off the tiny man-like machine’s foot. Movement Phase Wasp - Discovers Hidden Ammo Dump in hex 1929! - Discovers Elementals in hex 1929! ACE Mars Assault Vehicle - Fires holds fire! ACE Elementals - Attempt to leg-attack Wasp (4 Anti-Mech + 3 enemy movement = 7): rolled 10, leg attack successful! - - Wasp sustains 4 damage to Right Leg (0/5 armor remaining)! LAC! Manticore (LBX) - Fires LB 10-X Autocannon (Slug) at Zorya (4 base + 2 range + 1 movement + 0 enemy movement + 1 light woods = 8): rolled 5, miss! - Fires Streak SRM-6 at Zorya (4 base + 4 range + 1 movement + 0 enemy movement + 1 light woods = 10): rolled 5, miss! Challenger X - Fires LRM-10 at Infantry 1606 (4 base + 4 range + 1 movement + 0 enemy movement = 9): rolled 9, 6 missiles hit! 2 troopers killed! - Fires LB 10-X Autocannon (Slug) at Building Hex 3206 (4 base + 0 range + 1 movement + 0 enemy movement = 5): rolled 7, hit (80/90 CF remaining)! - - Sylph Point suffers 2 damage! - Fires Gauss Rifle at Building Hex 3206 (4 base + 0 range + 1 movement + 0 enemy movement = 5): rolled 7, hit (65/90 CF remaining)! - - Sylph Point suffers 3 damage! Wasp - Fires Medium Laser at Ammo Dump (4 base + 0 range + 3 movement + 0 enemy movement + 3 light woods = 10): rolled 2, miss! - Attempts to start fire in hex 1929 with Flamer (4 base + 4 range + 3 movement + 0 enemy movement + 3 light woods - 4 immobile target = 10): rolled 5, miss! - Gains 6 heat, sinks 10! Hunter 1 - Fires ER Large Laser at Zorya (4 base + 2 range + 1 movement + 0 enemy movement + 2 light woods = 9): rolled 2, miss! - Fires Artemis LRM-15 at Zorya (4 base + 2 range + 1 movement + 0 enemy movement + 2 light woods = 9): rolled 8, miss! Tokugawa 2 - Fires LB 10-X Autocannon (Cluster) at infantry 1606 (4 base + 2 range + 0 movement + 0 enemy movement - 1 cluster = 5): rolled 11, 6 clusters hit! 6 troopers killed! Partisan 2 - Fires Autocannon/5 at Building Hex 3206 (4 base + 0 range + 0 movement + 0 enemy movement = 4): rolled 8, hit (60/90 CF remaining (Sylph Point takes 1 damage))! - Fires Autocannon/5 at Building Hex 3206 (4 base + 0 range + 0 movement + 0 enemy movement = 4): rolled 7, hit (55/90 CF remaining (Sylph Point takes 1 damage))! - Fires Autocannon/5 at Building Hex 3206 (4 base + 0 range + 0 movement + 0 enemy movement = 4): rolled 6, hit (50/90 CF remaining (Sylph Point takes 1 damage))! - Fires Autocannon/5 at Building Hex 3206 (4 base + 0 range + 0 movement + 0 enemy movement = 4): rolled 6, hit (45/90 CF remaining (Sylph Point takes 1 damage))! - - Sylph Point takes 4 damage in the barrage! Drillson - No Line of Sight to target! PNT 10K2 Panther - Fires ER PPC at Building Hex 3206 (4 base + 0 range + 3 movement + 0 enemy movement = 7): rolled 5, miss! - Fires SRM-4 at Building Hex 3206 (4 base + 0 range + 3 movement + 0 enemy movement = 7): rolled 5, miss! - Fires SRM-4 at Building Hex 3206 (4 base + 0 range + 3 movement + 0 enemy movement = 7): rolled 8, 3 missiles hit (43/90 CF remaining), (41/90 CF remaining), (39/90 CF remaining)! - Gains 25 heat, sinks 24! - - Sylph point takes 3 damage in the barrage! Player Shooting - - Sylph Point suffers 12 damage to Trooper 5 (0/5 armor, 0/1 elemental remaining (trooper killed!)), Trooper 3 (0/5 armor remaining), Trooper 3 (0/1 elemental remaining (trooper killed!))! Zorya 1 - Fires LB 5-X Autocannon (Cluster) at Manticore (LBX) (4 base + 2 range + 0 movement + 0 enemy movement + 1 light woods - 1 cluster = 6): rolled 11, 3 submunitions hit Left Side (26/34 armor remaining (CfMSD)), Front (33/43 armor remaining (CfMSD)), Front (32/43 armor remaining)! Athena Combat Vehicle - Holds fire! Horned Owl - Fires Large Pulse Laser at Hunter (4 base + 2 range + 3 movement + 0 enemy movement + 2 light woods - 2 Pulse Laser = 9): Rolled 11, hit Rear (4/14 armor remaining)! CfMSD - Gains 16 heat, sinks 20! Combat Phase ACE Sylph Point - Fires Micro Pulse Laser at Panther (4 base + 4 range + 1 movement + 2 enemy movement - 2 pulse laser = 9): rolled 7, miss! - Fires Micro Pulse Laser at Panther (4 base + 4 range + 1 movement + 2 enemy movement - 2 pulse laser = 9): rolled 4, miss! - Fires Micro Pulse Laser at Panther (4 base + 4 range + 1 movement + 2 enemy movement - 2 pulse laser = 9): rolled 4, miss! End Phase Wasp - Leg attack critical chance in Right Leg! 1 critical hit sustained! - - Foot actuator hit! - Must pass a piloting-test or fall (5 base + 1 actuator damage = 6): rolled 9, succeeds! Manticore (LBX) - Chance for Motive System Damage! Minor damage sustained +1 to driving tests! - Chance for Motive System Damage! No damage sustained! Hunter 1 - Chance for Motive System Damage! No damage sustained! Next Turn’s Movement Phase Elemental Point - Loses ACE Status! Player Status: PTN’s note: I’m going to trim some dead player units next turn to speed up my updates Opposing Force Status: Mission Objective: Capture the Coolant Factory (0/1) Secondary Objectives: Protect the Mobile Army Support Hospital from detection (0/1) Defend the Mobile Army Support Hospital (0/1) Locate the Clan Ammunition Dump (0/1) Destroy the Clan Ammunition Dump (0/1) Special Rules: Caustic, Tainted Atmosphere (TacOps p56) Vehicles suffer an automatic Crew Stunned if armor is breached, Mechwarriors take double damage from cockpit hits. Point Commanders As long as they are active combatants, the Mars Assault Vehicle and Epona Pursuit Tank may designate one unit each as an Ace for two turns. New Ace units may not be designated until Ace status expires. Units which opt to remain immobile for at least two turns gain Ace status on the first turn they move. BattleMechs and VTOLs may not be Aces. Orders Due: Midnight Saturday! PoptartsNinja fucked around with this message at 23:49 on Apr 8, 2015 |
# ? Apr 8, 2015 23:09 |
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Wait. The Wasp didn't lose its leg, did it?
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# ? Apr 8, 2015 23:15 |
Artificer posted:Wait. The Wasp didn't lose its leg, did it?
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# ? Apr 8, 2015 23:19 |
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Nah, just all of its armour and its foot actuator. It's still mobile...for now.
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# ? Apr 8, 2015 23:19 |
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The CF on that bridge has to be 100+ to hold the Mars up right? Too bad players don't have enough firepower to drop it in the river
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# ? Apr 8, 2015 23:22 |
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Urgh, the position in the west keeps getting worse, unless somebody has a better option, I'm going to duck behind the hill by moving into 1216 and keep shooting at the Zorya and would recommend that Friar John does the same, we do not want to be caught between the guns of the Horned Owl, the Athena and the Zorya all at the same time.
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# ? Apr 8, 2015 23:25 |
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So, with the Elementals swarming and currently attached to the Wasp, what happens if, say, it decides to go for a dive in the lake? Or is a leg attack different from a swarm attack, and thus they aren't actually attached?
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# ? Apr 8, 2015 23:26 |
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Time to tapdance on an ammodump
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# ? Apr 8, 2015 23:27 |
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Lord Koth posted:So, with the Elementals swarming and currently attached to the Wasp, what happens if, say, it decides to go for a dive in the lake? Or is a leg attack different from a swarm attack, and thus they aren't actually attached? It's not the same as a swarm; actually, looking at the Enemy Movement map at the end of the update, it looks like they jumped back to the Ammo Dump to defend it after leg attacking the Wasp.
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# ? Apr 8, 2015 23:28 |
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They moved while ACE, then attacked, then lost ACE and moved as normal.
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# ? Apr 8, 2015 23:32 |
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Lord Koth posted:So, with the Elementals swarming and currently attached to the Wasp, what happens if, say, it decides to go for a dive in the lake? Or is a leg attack different from a swarm attack, and thus they aren't actually attached? I think they follow it, but then the Elemental falls off when the Wasp dies, which it will because both its legs are breached, at which point they fall into the mud at the bottom of the lake and get stuck there until you can get a tow truck to drag them out.
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# ? Apr 8, 2015 23:33 |
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sheep-dodger posted:Urgh, the position in the west keeps getting worse, unless somebody has a better option, I'm going to duck behind the hill by moving into 1216 and keep shooting at the Zorya and would recommend that Friar John does the same, we do not want to be caught between the guns of the Horned Owl, the Athena and the Zorya all at the same time. If you can get to 1316, the Horned Owl loses LoS through the woods, though that's not a long-term solution. And you don't want to enter a Mud hex if you can avoid it. MJ12 posted:I think they follow it, but then the Elemental falls off when the Wasp dies, which it will because both its legs are breached, at which point they fall into the mud at the bottom of the lake and get stuck there until you can get a tow truck to drag them out. Funny, though as said, it wasn't a Swarm. The Merry Marauder fucked around with this message at 23:38 on Apr 8, 2015 |
# ? Apr 8, 2015 23:35 |
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W.T. Fits posted:It's not the same as a swarm; actually, looking at the Enemy Movement map at the end of the update, it looks like they jumped back to the Ammo Dump to defend it after leg attacking the Wasp. Yeah, missed that. Saw the Ace symbol and thought they were moving after us. Did not realize they only kept it for one turn. sheep-dodger posted:Urgh, the position in the west keeps getting worse, unless somebody has a better option, I'm going to duck behind the hill by moving into 1216 and keep shooting at the Zorya and would recommend that Friar John does the same, we do not want to be caught between the guns of the Horned Owl, the Athena and the Zorya all at the same time. A bit late now, but WHY did you push forward to engage the Zorya? If you had reversed out of the forest and started moving in the direction of the western bridge between the forest and the minefield, neither the Zorya or the Athena would be able to get good/any shots on anyone - leaving them completely out of position. Instead, you pushed to engage it while leaving the Horned Owl at your back. And with the Athena moving up so it can cover that southern portion, you are now boxed in on three sides. Lord Koth fucked around with this message at 00:18 on Apr 9, 2015 |
# ? Apr 8, 2015 23:37 |
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Oh gently caress me, I forgot to move the Horned Owl. Welp, that's game over for me.
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# ? Apr 8, 2015 23:39 |
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/\ I don't think anyone will object if you mulligan that. Unless you're RPing a really overconfident Clanner pilot.Lord Koth posted:A bit late now, but WHY did you push forward to engage the Zorya? If you had reversed out of the forest and started moving in the direction of the eastern bridge between the forest and the minefield, neither the Zorya or the Athena would be able to get good/any shots on anyone - leaving them completely out of position. Instead, you pushed to engage it while leaving the Horned Owl at your back. And with the Athena moving up so it can cover that southern portion, you are now boxed in on three sides. I don't follow. Why wouldn't the Athena pop out of the keyhole and the Horned Owl give chase if they moved east?
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# ? Apr 8, 2015 23:40 |
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PoptartsNinja posted:Oh gently caress me, I forgot to move the Horned Owl. I was wondering about that and the infantry not moving. Also, you have a movement line drawn for the Sylphs but their icon hasn't moved. The Merry Marauder posted:
Athena couldn't shoot them regardless this turn, and next turn he could have gotten them(especially the Manticore) into the vicinity of 0913/1013, which puts multiple forests between them and any possible firing position for the Athena and Zorya. As it is, both have clear lines of sight to the Manticore.
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# ? Apr 8, 2015 23:43 |
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Lord Koth posted:Athena couldn't shoot them regardless this turn, and next turn he could have gotten them(especially the Manticore) into the vicinity of 0913/1013, which puts multiple forests between them and any possible firing position for the Athena and Zorya. As it is, both have clear lines of sight to the Manticore. Oh, you meant to say the western bridge.
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# ? Apr 8, 2015 23:46 |
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Lord Koth posted:I was wondering about that and the infantry not moving. Also, you have a movement line drawn for the Sylphs but their icon hasn't moved. Well, that's fixed.
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# ? Apr 8, 2015 23:50 |
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The Merry Marauder posted:Oh, you meant to say the western bridge. ...Yes, yes I did. Fixed now.
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# ? Apr 9, 2015 00:18 |
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Looks like the Sylphs are going for the MASH, but they're just down to Sta Commander Krieg now. He probably can't eliminate the objective by himself, even if he does have the prettiest meat bicycle. Still, better to take him out now if your forces on the right are not moving to engage the Mars. That biog block of guns and armor is almost in range to start loving your damaged tanks up on that flank in a turn or two, get ready to try and take it out before it can wipe all of you guys out there. The Wasp found the supply dump, and lost a foot in response. Can it shoot at the dump now or does it have to clear the Elementals off first? If it's the latter, which should be the case because why else would they jump back to guard the dump, then completing the secondary objective there just got a lot harder with just the wounded Wasp there to accomplish it. Also, Point Commander Tarp? Good one, PTN. As the the left, the Horned Owl jumping down and the Athena starting to move up to get shots on the two tanks there looks pretty bad. Let's see if the two GoonTanks there can handle the pincer...
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# ? Apr 9, 2015 00:25 |
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GhostStalker posted:Also, Point Commander Tarp? Good one, PTN. Much for that one.
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# ? Apr 9, 2015 00:38 |
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I guess the Wasp finally found a use for its flamer.
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# ? Apr 9, 2015 00:46 |
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Probably should update the Secondary Objectives to account for the fact that Goonsquad discovered the Clan Ammo Dump. Not a huge deal though.
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# ? Apr 9, 2015 01:39 |
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I think all the shots on the building at 3206 should get a -4 modifier for the building being a stationary target, right? If so, the Panther's two misses would be hits.
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# ? Apr 9, 2015 02:07 |
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Lord Koth posted:A bit late now, but WHY did you push forward to engage the Zorya? If you had reversed out of the forest and started moving in the direction of the western bridge between the forest and the minefield, neither the Zorya or the Athena would be able to get good/any shots on anyone - leaving them completely out of position. Instead, you pushed to engage it while leaving the Horned Owl at your back. And with the Athena moving up so it can cover that southern portion, you are now boxed in on three sides. The Merry Marauder posted:If you can get to 1316, the Horned Owl loses LoS through the woods, though that's not a long-term solution. And you don't want to enter a Mud hex if you can avoid it. Friar John: The way I see it we have two options for movement: either we move to 1114 and unload everything into the Wasp, this would give us the cover of at least three forest squares against the Athena, and we can't really get out of the short weapons ranges of the Horned Owl anyway, so we might as well commit completely and even fire your MPL at short range (Edit: I just realized you are down to 3/5, maybe 1115 then?) or we move to 1116, which blocks the Athena's LOS completely and it should also block LOS from the Horned Owl. I think we should engage the Horned Owl and roll the dice on hit-locations, maybe it goes down easily, but I don't think drawing it out another turn is going to help us much. (Technically we could also move east to the other riverbank and attack the Athena, but I see no reason to do that) If there are other proposals, I'm all ears. sheep-dodger fucked around with this message at 07:35 on Apr 9, 2015 |
# ? Apr 9, 2015 07:31 |
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There are no mud tiles on this map (the brown is just the color I picked to show it's a lower level). This is what the map looks like without the "Sludge Filter" (a mostly transparent mask of random brown and green stripes): And this is what it looks like with the height-map turned off: No swamps anywhere. I promise.
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# ? Apr 9, 2015 07:38 |
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PoptartsNinja posted:There are no mud tiles on this map (the brown is just the color I picked to show it's a lower level). Oh. Yyyyyeah, I assumed that the brown hexes along the water were mud. sheep-dodger posted:either we move to 1114 and unload everything into the Wasp, this would give us the cover of at least three forest squares against the Athena, and we can't really get out of the short weapons ranges of the Horned Owl anyway, so we might as well commit completely and even fire your MPL at short range (Edit: I just realized you are down to 3/5, maybe 1115 then?) Do you mean "unload everything into the Horned Owl?" Getting closer to it is going to (further) tank the effectiveness of the Hunter's LRMs. You seem willing to break LoS to stay alive - why not head to 1316 and shoot the objective in relative safety?
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# ? Apr 9, 2015 20:01 |
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# ? Apr 27, 2024 23:34 |
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Wasp, your sole goal now is to get over there and set that ammo dump on fire, GLORIOUS FIRE EVEN IF IT MEANS YOUR DEATH.
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# ? Apr 9, 2015 20:47 |